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    posted a message on Classic vs Bfa addon versions, branching... tags... ?

    Thank you very much for the information. I have found a detailed guide to configure Travis CI:

    https://www.wowinterface.com/forums/showthread.php?t=55801

     

    But my projects are in subversion repositories and it seems Travis CI only works with Git, so i tested the packager with a minor project and it's working well locally. It's specially useful the posibility to ignore files, because usually the classic version requires additional libraries and code, so this libraries and extra files can be removed from the retail zip file.

    Some extra useful info and possible issues:

     

    - At least with subversion repositories, the packager does not work well in a non-english language (fails getting svn information), so the OS language must be changed to english before running "release.sh", executing in bash the commands:

    export LANG=C
    export LC_MESSAGES=C

     

    -  The packager works in Windows through Cygwin (https://www.cygwin.com/), but some additional cygwin packages must be installed: 

    curl  zip  jq  git  subversion

     

    - Maybe this was obvious to everyone else but  I just realized that now CurseForge and WowAce repositories are fully merged, they are the same, so ZIP files can be uploaded to CurseForge to update WowAce projects. But It seems this was not possible time ago (One year ago CurseForge api key could no be used to upload to WoWace and the  WowAce upload api was disabled). So now simply assign the  WowAce API TOKEN to the"CF_API_KEY" enviroment variable and the packager will upload the ZIP files to WowAce.

     

    Posted in: General Chat
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    posted a message on Classic vs Bfa addon versions, branching... tags... ?

    In reply to Stanzilla:

     Thanks for the help, I therefore assume that you are packaging locally and then uploading the two zip files to wowace ?

    But unlike curseforge, wowace does not allow to upload zips, or maybe i have not found the option.

    Can i create a project in wowace only to make tests, would this kind of test project be approved ?, maybe creating an experimental project ?

    Posted in: General Chat
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    posted a message on Classic vs Bfa addon versions, branching... tags... ?

    Any update on this topic ? Any official documentation ? I have seen different approaches, i like the option of two pkgmetas: pkgmeta-retail and pkgmeta-classic like in:

    https://github.com/WeakAuras/WeakAuras2

    Because with this approach you can use the same code/branch but at the same time it's possible to package different libraries/files.

    But i have no idea how Stanzilla is really forcing the wowace-packager to use different pkgmetas to create retail and classic versions  (there are not different branches /tags in his repository).  Is he using any undocumented packager  behavior ? Or i have been overlooked some important info ?

    Posted in: General Chat
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    posted a message on AceGUI-3.0-Search-EditBox
    An edit box widget for AceGUI-3.0 that adds a prediction list of results while the user is typing, based on AceGUI-3.0-Spell-Edit-Box and AceGUI-3.0-Completing-EditBox, but with all the spells code management removed, so this is a generic widget, does not display anything by itself, the displayed results must be provided by external code.

    Usage
    Callbacks reference

    The project has been marked as experimental so the callbacks api could change, suggestions are welcome.

    A working example can be found in lastest Grid2 revision, see the file: Grid2Options\modules\statuses\StatusAuraNewPredictor.lua

    Displaying player and raid debuffs:
    Posted in: Libraries
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Headhuntress
    Is it intended that you can only anchor on one element once? I am trying to anchor a "shield bar" to go the opposite way of the health bar but because the incoming heals bar is anchored to it I don't even have the option available. Is there a workaround for that?


    In old versions the heals bar was painted behind the health bar, but this have a problem, when a cells becomes semitransparent the heals bar was visible behind the health bar.

    The same visual glitch occurs with a non transparent background, for example i use a red color for the cells background and a black color for the health bar. When the cell becomes semitransparent, the red background is visible through the health bar even if the health bar is full.

    I fixed this issues doing two thinks:

    - I added the anchor option in bars configuration, but is a special case because grid2 really does not support anchoring indicators to another indicators.

    - I added a background option in bars configuration (enabling this background the non filled area of a bar indicator is painted with the specified color), so assigning a full transparent color to the frames background and enabling this special bar background color fixes the second issue.

    So the response is yes, its working as intended, and not, sorry there is not workaround.
    Posted in: Grid & Grid2
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    posted a message on Grid2 Center Icon no duration left showing.
    In Grid2 for generic type debufs (Magic, etc) no, no way.

    I dont know if Grid displays cooldown animations for type debuffs, maybe some Grid developer could ask this question.
    Posted in: Grid & Grid2
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    posted a message on Grid2 Center Icon no duration left showing.
    Nothing is wrong. Grid2 does not display remaining time above icons.
    OmniCC/TullaCC is installed in your computer, and they are displaying the remaining time for Grid2 buffs and debuffs icons (like they do for action bars buttons too).
    Generic debuffs statuses (Magic, Curse, etc) dont have cooldown animations, so even with OmniCC installed remaining time cannot be displayed.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Grid2 does not filter created debuffs from debuffs type statuses.
    Its very easy to add this posibility, but i dont know if its really very usefull to work in this way.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    You could create a debuff group (Statuses->Debuffs-> Debuff group) , but grouped debuffs have no priority.
    If you want priorities, you must create all debuffs one by one and use the standard priority list.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from ZenZeZ
    Hi,
    I've just switched over to grid2 from grid1. Back in Grid1, I was able to filter a specific debuff to not show up. Is this possible in grid2? And also probably a priority list to display which debuffs comes up first. An example, Fear -> Silence -> Frost Nova.


    Posible and mandatory, its a basic concept in grid2 configuration, all statuses mapped to an indicator are displayed in a priority list with and arrow up/arrow down to reorder the priority of the statuses. Statuses on top have higher priority.
    Posted in: Grid & Grid2
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    posted a message on Recount
    Im using my own recount plugin to track the efffective DPS (damage/combat duration).
    Recount have an All Right reserved license so I wish to know the policy about Recount plugins. Can be published and uploaded to wowace ?

    Thanks in advance
    Posted in: General AddOns
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    posted a message on Grid2 How to make a custom Layout
    The layout variables are passed directly to blizzard secure frame templates.

    Blizzard supports only: MAINTANK and MAINASSIST roles.

    You can check the blizzard code that manages the layout attributes here:

    http://wow.go-hero.net/framexml/14333/SecureGroupHeaders.lua
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Hrogi
    Did Grid2 at one point tell you with a sound when you had agro from any attacking mob?


    That feature was removed from grid2 long time ago.
    Posted in: Grid & Grid2
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    posted a message on Grid plugin - same target as me
    You can use GridStatusRaidIcons plugin, and enable "player target" status.
    Tanked mob must be marked with a raid target icon off course (skull, cross, etc).
    Posted in: Addon Ideas
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    posted a message on Questions about AcedDB profile modifications
    Hello, i am working on a profile import/export module.
    The user suplies a serialized profile configuration in a edit-box , or a profile is received by a com chat message, and the addon creates a new profile with the suplied configuration data. That is the import/profile switch code, appears to work well:
    local function ImportProfile(data, Hex)
    	local profileName= CalculateNewProfileName(Hex and strsub(data,1,64) or nil )
    	local Success, data= UnserializeProfile(data,Hex)
    	if not Success then
    		print("Profile unserialize failed: ", data)
    		return
    	end
    	local prev_Hook= Grid2.ProfileChanged
    	Grid2.ProfileChanged= function(self)
    		self.ProfileChanged= prev_Hook
    		for key,section in pairs(data) do
    			local db	
    			if key=="Grid2" then
    				db= self.db
    			else
    				db= self:GetModule(key) and self.db:GetNamespace(key,true) or nil
    			end	
    			if db then
    				db= db.profile
    				for k,v in pairs(section) do
    					db[k]= v
    				end			
    			end
    		end
    		Grid2:ProfileChanged()
    		LibStub("AceConfigRegistry-3.0"):NotifyChange("Grid2")
    	end		
    	Grid2.db:SetProfile(profileName)
    end
    

    My questions:

    1. Is it posible to inject a new profile directly in AceDB config ? without activating a new profile first with SetProfile ? And avoiding using internal structures that can be changed in future AcedDB versions.

    2. Currently the code iterate throught profile tables and assign the keys one by one. If AceDB dont keep some reference to module.db.profile tables or has some metatable, i could make a simple asignement instead of iterate all keys: Is it safe to do: Module/Addon.db.profile= newprofiledata ?

    3. My first intention was to register AceDB OnNewProfile event to avoid hooking Grid2:ProfileChanged function.
    The AceDb documentation says:
    "Fires when a new profile is created, usually used to apply custom defaults that cannot be handled through AceDB."
    But it cant be done because OnNewProfile is fired AFTER OnProfileChanged. I can't see any utility to OnNewProfile Event if its not fired before ProfileChanged event. Is it working as intended ?

    4. Another different/better way to do that ?

    Thanks in advance
    Posted in: AddOn HELP!
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